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 PostPosted: 04 Oct, 2010 
 

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****Version 1.05 DLC Supported 04/10/10****
Updated to Version 1.222 of Supreme Commander 2
Supports the DLC Infinite War Battle Pack
All new units and Structures scaled down and Higher cost research added
Research tree re-modded
AI will now build mix of Experimental units
AI will now build more
Shields when getting attacked by long range artillery
AI will build more anti nukes
Added a blue nuke Strategic Icon to the EMP
Countless more AI improvements

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Last edited by liveordie on 06 Oct, 2010, edited 1 time in total.

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 PostPosted: 05 Oct, 2010 
 

Joined: 17 Aug, 2010
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Location: Netherlands
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Hello Guys ,

First i wanne say dat jou made a excellent modification. (De best for SC2 I think)
I only don’t like a few things I the new 1.05 update.

-The Monkeylord less stronger (why?)
- Mass 700 energy 3000 for the unpacking Cannon? Isn’t dat to low?

Keep up the good work!

Mark,


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 PostPosted: 05 Oct, 2010 
 
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Joined: 30 Sep, 2010
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First of all, this is a AWSOME mod!!!!

I just a small suggestion, its seems that the ACU(on some maps) takes the long way around and trys to walk toward a wall(if the wall is in the direction of travel) instead of the opening.

Its done this several times, but other than that....it, you and all that put work into this are friggin awsome :D


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 PostPosted: 06 Oct, 2010 
 

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Markth wrote:
Hello Guys ,

First i wanne say dat jou made a excellent modification. (De best for SC2 I think)
I only don’t like a few things I the new 1.05 update.

-The Monkeylord less stronger (why?)
- Mass 700 energy 3000 for the unpacking Cannon? Isn’t dat to low?

Keep up the good work!

Mark,


We are still working on balancing out a few of the new units, because of all the other Experimental units that have been increased in damage and health the monkey lord is under powered this will be fixed in the next update.

joker169 wrote:
First of all, this is a AWSOME mod!!!!

I just a small suggestion, its seems that the ACU(on some maps) takes the long way around and trys to walk toward a wall(if the wall is in the direction of travel) instead of the opening.

Its done this several times, but other than that....it, you and all that put work into this are friggin awsome :D


With the problem with the ACU that's hardcoded so that's a problem with the game if you play the normal game it will have the same problem till GPG fix's it, thanks for the feedback guys.

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 PostPosted: 07 Oct, 2010 
 

Joined: 17 Aug, 2010
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Liveordie,

Here are some ideas;

-Bigger scale for the UEF Super Triton and the Cybran Kraken (Now it looks more lika a minor instead of major de maps are big enough thanks to your mod)
-Auto-Blast for the Bomb bouncer
-Higher speed for the Urchinow
-Longer build times for the Experimental’s (at the end of the game no one builds de normal units anymore)
-More hitpoints for the Magnetron (is great with small units, but one major Experimental l en it is destroyt)

I hope you like my ideas.

Mark.


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 PostPosted: 07 Oct, 2010 
 
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Joined: 20 Jul, 2010
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ive noticed that the Cybren gunships can not hit moving targets or PD and AA

UEF ones also have a problem with moving targets but im not sure about aeon ones


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 PostPosted: 08 Oct, 2010 
 

Joined: 28 Sep, 2010
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liveordie wrote:
dangel wrote:
Can I just say and massive thank you to the authors of this amazing mod!

:D :) :o :) :D

thanks for the support dangel


Great work getting it working with the DLC too :) And yet another patch is out today - i'm sure you guys are getting tired of updating so frequently!


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 PostPosted: 08 Oct, 2010 
 

Joined: 08 Jun, 2007
Posts: 5
Location: Western Australia, Perth
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Hello,

Ok then starting with Markth,
-The Super Triton, in comparison to all other ships except for the Atlantis, is
huge and I don't see any reason at all to increase it's size.

-The Kraken while being the same, or thereabout, length
of the Atlantis tenticals included is at a fine size and compaired to the size of
the UEF sub is huge, keeping in mind that for practicality of a sub units
displacement of water for it's speed is even suggesting 'too large'.

-The Bomb Bouncer idea would be nice but that means scripting the unit to use
the ability (depending on if its charged) to trigger when a unit is in range.
I'll say now I can "read" bits of (uncompiled) lua, but I just don't know how
the "grammer" goes. So I can't do that.

-The Urchinow is mean't to be slow because it can absorb large amounts of
damage for the cost and level of the experimental, and dish enough out.

-I don't see much point to increasing build times. Building more gantries would
offset that.

-The Magnatron is already a pretty useful or devastating unit that to increase
it's health might overpower it. Based on land encounters.

To Volgun, LoD and I have done some quick testing and found no real problems
for the gunships apart from targetting the Air transports, which will be fixed in
the next update.

Finally :wink: Thanks dangel for your support, I'm sure LoD likes to know you
guys and/or gals like the mod, as he is pulling his hair out at how often
GPG/SE or whoever updates the game ... not complaining though at least they
do update to fix things. :)


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 PostPosted: 08 Oct, 2010 
 

Joined: 28 Sep, 2010
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Yeah the combination of this incredible mod + the DLC + the patch fixes are making this game really really good.. I can't believe i'm still playing it :)

It's great to see GPG has added a new build queuing system with the new patch - you now only pay for stuff when it's BUILT instead of beforehand (just like SupCom1) which makes for far better planning :mrgreen:


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 PostPosted: 08 Oct, 2010 
 

Joined: 17 Aug, 2010
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I Always liked de big ships in FA, maybe it not works for this game. Thanks for your answer Loony Liberator.

And now it's time to play te game :)


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 PostPosted: 09 Oct, 2010 
 

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Yep so many updates lately :P , thought i would let you guys know that i've updated the mod to version 1.23 of supcom2, we are just testing balances at the moment on the new dlc units, the next update should be out very soon :wink:

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 PostPosted: 09 Oct, 2010 
 

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Cool - great news! :) Thanks!


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 PostPosted: 09 Oct, 2010 
 

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:D


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 PostPosted: 09 Oct, 2010 
 
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Joined: 30 Sep, 2010
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A suggestion or two : :wink:

- increase in monkeylord main cannon turn rate (if possible? :P)

- slight increase in range main cannon on monkeylord

- rate of fire increase for AA turret (the stock one)

p.s Feel free to shot me down :lol:

All joking aside, I love this mod. I have recommended it to all my SC2 friends. Keep up the great work. :D


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 PostPosted: 09 Oct, 2010 
 

Joined: 02 Jul, 2010
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joker169 wrote:
A suggestion or two : :wink:

- increase in monkeylord main cannon turn rate (if possible? :P)

- slight increase in range main cannon on monkeylord

- rate of fire increase for AA turret (the stock one)

p.s Feel free to shot me down :lol:

All joking aside, I love this mod. I have recommended it to all my SC2 friends. Keep up the great work. :D


some of these changes will be added into the next update and thanks again for the feed back :D

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 PostPosted: 11 Oct, 2010 
 

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****Version 1.06 DLC Supported 12/10/10****
• Updated to Version 1.23 of Supreme Commander 2 ("The Infinite Build Queue")
• The Revamp mod now support a unit cap of 2000 use SetSupCom2UnitCap in the download selection to set your cap
• Supports the DLC Infinite War Battle Pack
• All DLC units and Structures are now Balanced
• All Anti Air Structures have been restored to there default projectiles for the time being
• A few more muzzle flashes scaled down

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 PostPosted: 12 Oct, 2010 
 

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Great work guys! :D And Finally a 2000 unit cap!

Mark.


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 PostPosted: 12 Oct, 2010 
 

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Excuse my ignorance, but I looked on your site, but there is only the SetUnitCap file... where can I find the Revamp Mod?


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 PostPosted: 12 Oct, 2010 
 

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http://steamcommunity.com/groups/RevampModForSupCom2


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 PostPosted: 12 Oct, 2010 
 
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well ... either im blind or there isn´t a download link ...

i really want to try this mod ... : P

PS: i already looked at your steampage ... i couldnt find anything which looked like a download


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 PostPosted: 12 Oct, 2010 
 

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Sorry guys moddb some times takes time for them to approve new uploads you can download it from here for the time being http://www.box.net/shared/yttj6g4hn3 , new versions will always be posted in Announcements on the steam group page if you can't see the link make sure you click on more to see the full Announcement :)

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Last edited by liveordie on 13 Oct, 2010, edited 1 time in total.

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 PostPosted: 13 Oct, 2010 
 

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:mrgreen: Yay! Updated! Thanks guys much appreciated :)


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 PostPosted: 15 Oct, 2010 
 
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i dont understand how anyone can enjoy this mod^^

it looks totally awful, such small units, wrong movement animations, same range circles as be4^^ and then the mass converter needs no energy :D haha

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 PostPosted: 15 Oct, 2010 
 

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VoW-Kryo wrote:
i dont understand how anyone can enjoy this mod^^

it looks totally awful, such small units, wrong movement animations, same range circles as be4^^ and then the mass converter needs no energy :D haha


small things like wrong movement animations will be fix eventually because it doesn't effect that game a hole lot its not a big priority at the moment same with effects like muzzle flashes, and the range circles are some thing that cant be changed also isnt a big deal, this mod has taken me along time to make some people mite not like it and some will, i can see that you like the normal game which i hate there for i made a mod which me and all my friend would rather play over the normal game, with the smaller scale we can group up in on base if we need to, and the mass converter does need energy so in the future if you don't like it check your opining to your self.

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 PostPosted: 27 Oct, 2010 
 

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****Version 1.07 DLC Supported 27/10/10****
Mod Update Information
AI can get power hungry using nukes i dont recommend to play a map full of AI players now that 1 AI can build what 3 default AI would and it may crash the game.
• Few tweaks to Anti Air structures projectiles
• Fixed the AI not being able to build nukes and long Range Artillery when using the DLC version of the mod
• AI will now build Boomerangs in expansion bases
• AI will now build 2x there normal limitations for Experimental units
• AI will now use a 2000 unit cap limit and group bigger attack groups before attacking
• Improvements in the AI defense
• All units movement animations have been change to fit with the units size and speeds

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